Astral Wanderings | Conan Spell | Conan: Adventures | Statblocks & Sheets | World Anvil

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Name: Astral Wanderings
Difficulty Duration Cost to Learn/Cast
Average (D1) or higher 1 round/scene per Momentum 1 Resolve
EffectBy casting your mind out of your body and into the expanses of the cosmos, your character can visit places and experience their splendor without risk to the mortal form. Upon casting the spell, you awaken outside your body in the astral realm. Usually awakening one or two meters above the ground, your astral form swims in the ether, invisible to mortal eyes. You can travel anywhere on the planet where the strange currents of the astral realm’s ebb and flow, but to awaken again, you must be able to journey back to your body. Astral characters can still be harmed, but unless the attack is from an occult element or fellow astral denizen, you will generally be safe. Contact with base elements such as earth, stone, ice, water, fire and strong wind inflicts 2d6 burning damage. Other weapons of primary elemental nature (not alloys) deal damage as normal. Regular weapons act as if the target has 4d6 Cover at all times, and targeting an astral traveler is at an Epic (D5) Difficulty. Astral travelers are unable to utilize armor, but can seek cover as normal.   Conan Rules, p173

Created by

Tillerz.

Statblock Type

Conan Spell

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